Global Location-Based Virtual Reality (VR) Market 2019-2023 | Evolving Opportunities with Exit Reality and HTC Corp. | Technavio – Business Wire

LONDON--(BUSINESS WIRE)--Technavio has been monitoring the global location-based VR market since 2018 and the market is poised to grow by USD 1.48 billion during 2019-2023, progressing at a CAGR of nearly 36% during the forecast period. Request free sample pages

Read the 109-page report with TOC on Location-Based VR Market Analysis Report by Application (VR arcades, VR cinemas, and VR theme parks), Geography (APAC, Europe, MEA, North America, and South America), and the Segment Forecasts, 2019-2023.

The market is driven by the affordable pricing of VR devices. In addition, the growing popularity of 360-degree content is anticipated to boost the growth of the location-based VR market.

Location-based VR enables consumers to experience VR at affordable prices as they need not own the required hardware. Moreover, with increasing adoption of VR technology, the prices of VR hardware components such as VR headsets and joysticks are expected to reduce during the forecast period. Their growing demand coupled with the decreasing cost of displays is resulting in a decline in the average selling price (ASP) of VR headsets. These factors are expected to drive market growth during the forecast period.

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Major Five Location-Based VR Companies:

Exit Reality

Exit Reality operates its business in the VR attractions segment. The company develops, deploys, and manages VR infrastructure and services for enterprise, location-based entertainment, and retail applications. Some of the products offered by the company include X Arc, X Hub, X Truck, and X Cube.

HTC Corp.

HTC Corp. operates its business in the smart mobile devices segment. In 2016, the company partnered with Syntrend to open the VIVELAND VR arcade in Taipei. The VR arcade provides various types of VR experiences such as multiplayer shooting, sports, Front Defense, car racing simulators, and 4D seated experiences.

IMAX Corp.

IMAX Corp. operates its business in various segments including network business, theater business, new business, and others. The company has five VR centers in various movie theaters around the globe, each of which hosts a wide selection of games, social experiences, and short narrative pieces.

The Void LLC

The Void LLC operates its business in the hyper-reality segment. The company specializes in creating location-based VR centers that layer VR over interactive real-world environments.

VR Studios Inc.

VR Studios Inc. operates the business in segments such as premium VR systems and attraction management platform and customer VR attractions. The company offers VRcade attractions that are built specifically for location-based entertainment.

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Location-Based VR Application Outlook (Revenue, USD Billion, 2019 - 2023)

Location-Based VR Regional Outlook (Revenue, USD Billion, 2019 - 2023)

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Related Reports on Information Technology Include:

Global Augmented and Virtual Reality Market in Healthcare Industry - Global augmented and virtual reality market in healthcare industry by offering (hardware and software) and geography (the Americas, APAC, and EMEA).

Global Wearable Display Market Global wearable display market by product (OLED display, TFT LCD, and MicroLED display) and geography (the Americas, APAC, and EMEA).

About Technavio

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Global Location-Based Virtual Reality (VR) Market 2019-2023 | Evolving Opportunities with Exit Reality and HTC Corp. | Technavio - Business Wire

eSports What Is The Future Of Virtual Reality? – The Versed

With new VR centres springing up faster than the rodents on whack-a-mole and with the next generation of consoles hinting that VR is the future there is no doubt that VR isWell its the future, isnt it? But with the technology having progressed rapidly over the last decade, what is the future of the future of gaming?Movement

If you have played VR on any games console or on Steam you will know that the headset offers unrivalled immersion. The system for movement? Not so much. If you have been fortunate to try the VR on Steam, using Valves patented controller that can recognise individual finger movement you will know how satisfying that is. And yes, the first thing we all do is flip the robots in the demo the bird! But when it comes to walking around it falls flat. Yes, it will recognise if you walk around a room, but rooms are small. The game indicates when you are getting close to a wall but that sort of kills the immersion and the sensors arent great. Many are the times I have bumped into a wall with my thousand-pound headset on. Of course, you can use the thumbsticks, but then you feel a bit like Professor X. Rooted to the spot using a twiddly stick for movement. So what is the future?

Well, it isnt a cheap solution, but some form of multi-directional treadmill that automatically reacts to changes in your speed. So you are effectively running on the spot, but with this nifty device, you can feel like you are running for miles. It has the added benefit of improving your fitness.

There are a ton of so-called 4-dimensional rides on this planet we call home. If you have never experienced one, they are well worth a go. VR could benefit from this. Perhaps you play in a sensory tube that you step into that can soak you when it is raining, or blow air over you when you are hanging off the edge of a plane wing. You get the picture. Of course,, you would need to get a headset that is waterproof.

The X-box lauded its Kinect as making you the controller of course this wasnt actually very good but with VR progressing this could be the case. The bodysuit is the natural evolution of that. After all, we have rumble pads in our controllers to improve immersion, this would take that idea to the next level. While wearing the suit if you get shot on the arm that patch would vibrate. Imagine knowing that a chest shot is potentially deadly and your heart racing as you feel your stomach vibrate knowing you were almost a goner! Now thats immersion!

Going one step further from the suit imagine a future where the game jacks into your brain. The futuristic device would be able to access your bodies pain receptors and trigger actual feelings in your limbs. Everything would be visceral and realism would be upped to near lucidity. Its at this point that the line between reality and the game would start to get pretty blurry.

If you have ever watched any of Star Trek The Next Generation you will be familiar with the holo-deck. This futuristic chamber places the user into a virtual world. In many ways, this is the ultimate game as the user is virtually living a different life. Of course, not everyone can afford to dedicate an entire room of their house to video games! Personally, I envision some kind of tube with a treadmill floor that you enter wearing a suit and a waterproof headsetBut perhaps we will just go back to 3d. who knows?

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eSports What Is The Future Of Virtual Reality? - The Versed

I went on a ‘mission’ to see if the Army’s virtual reality training is the real deal – Washington Examiner

In order to scope out the Armys use of virtual reality training, my editor sent me on a mission to find out if the new tech is the real deal or just fun and games.

The area of operations was the Association of the U.S. Armys annual conference in Washington, D.C., a target-rich environment for a humble defense reporter like me to get my hands on the defense industrys latest and greatest technology.

My first taste of virtual soldier life wasnt terribly exciting. I was supposed to embark on a simulated combat assault with the Army Special Forces, but some unexpected tech issues meant I had to hurry up and wait for something else. Ive been told dozens of times by actual troops that flexibility is key, so my photographer, Graeme Jennings, and I mirrored Army values by adapting, improvising, and overcoming our situation.

With some assistance from the Army Special Forces, we reconnoitered a VR shoot-house, complete with a mock M4 rifle, developed by Booz Allen Hamiltons Digital Soldier program. I was excited to try it out, but was skeptical that one of the worlds largest consulting firms had developed a realistic shooting simulation.

Graeme Jennings/Graeme Jennings

Putting on the VR headset I immediately was transported to a shooting range with a dusty, desert motif. A program engineer handed me my rifle, which looks and feels like a real M4 with a rail system for accessories, a red dot sight, and a magazine. The rifle is a combination of form and function. An electro-magnetic system replaces the firing mechanism to give the M4 realistic recoil, while a selector switch gives the option between safe, semi-automatic, and automatic fire. The magazine is actually a battery pack that serves as the virtual ammo, which must be loaded and unloaded like a real rifle.

Having never served in the military nor used a VR headset, I came into the experience with low expectations. Shouldering the rifle, I started picking off the armed dummies one-by-one, albeit with mixed results. Everything was simulated to mirror the real thing; recoil, physics, and bullet ricochet were were spot on.

Graeme Jennings/Graeme Jennings

The experience wasnt perfect. The red dot sight didnt operate like the real thing you had to line up the red dot with the front sight to shoot accurately. Also, I couldnt go full-auto with the rifle during the simulation itself kind of a bummer. Additionally, reloading the magazine was an awkward, clunky experience.

The simulator was fun. Lots of folks lined up at the booth to try it out. As a training exercise, though, its got its limitations. The mannequins dont shoot back, so shooting from cover like you would in a combat situation isnt required. Its also a solo experience with no chatter or background noise you might expect on an active firing range. Still, its definitely more interesting than watching one of the militarys notorious PowerPoint presentations.

Other virtual shoot houses at AUSA took virtual warfare to the next level. The Korean-based Optimus System placed would-be trainees in urban combat, where the enemy fired back. Hits were recorded via sensors on the trainees' helmets. Four-star Gen. Robert Abrams, who commands U.S. Forces Korea, donned the VR helmet, and shot well. So, too, did a pair of Columbian Army colonels, who afterwards mopped their brows and said, "It's very realistic."

Some users can be overwhelmed by the hyper-real experience, said an Israeli artist who is studying VR shoot-houses. "It disorients some people," the artist told the Washington Examiner.

But the Army is convinced these kinds of VR technologies are the future, and is putting them to use.

As for me, I will return to my comfortable existence as a weekend shooter, taking aim at clay pigeons and paper targets. And will call this, "mission accomplished."

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I went on a 'mission' to see if the Army's virtual reality training is the real deal - Washington Examiner

National Theatre predicts a future fused with virtual reality – CampaignLive

When the National Theatre first launched its Immersive Storytelling Studio in 2016, the organisation set out to explore emerging virtual-reality technology and the role it can play within dramatic storytelling. Working with artists using emerging tech, NT developed new dramatic work and experiences. While brands such as Major League Baseball, Mastercard and American Express have produced gaming experiences utilising the tech, NT is showing how the immersive nature of VR aligns with fictional narratives.

Toby Coffey, head of digital development at NT, tellsCampaign: "Each industry will find out what's the best way to use it [VR] for them. We're really exploiting what it means as an opportunity for storytelling. Theatre is an immersive experience. It allows your audience to engage in a more in-depth way.

"It's definitely not just for gaming. It's definitely not just for performance. Its a new technology and everyone's trying to work out what it means to them. Ive noticed that theatre makers respond well to it, because they are used to an environment whereby the performer works in a 360 space and the audience can look wherever they want, any particular point in time."

Most recently, the Immersive Storytelling Studio drew inspiration from Small Island, which tells a story that journeys from Jamaica to Britain through the Second World War up to 1948. Developed with NT's partner for innovation Accenture, it created a VR experience to accompany the play. All Kinds of Limbo(pictured, above) is a musical exploration looking at the different genres of music in the BritishCaribbean community that can be watched in a 360-degree environment, where the audience has the option to watch the main performer from any angle. At NT, three performances took place each hour for a five-month summer run.

Previous projects include Draw Me Close, a co-production with the National Film Board of Canada. It premiered at the Venice Film Festival, had a limited run at the Young Vic in January 2018 and will be on at the Soulpepper theatre in Toronto in June and July 2020. Draw Me Closeuses performance, VR and animation to immerse people in a memoir about the relationship between a mother and her son in the wake of her terminal cancer diagnosis. The audience is put in the position of the son and have moments of interaction with the mother something that Coffey thinks is distinctly special about this medium.

He adds: "I think the advantage is that the storyteller allows you to experience something in a way that would be more unique than experiencing it through a stage experience. The embodiment of you becoming a five-year-old child. People made an association of themselves being a child. When their mum tucked them into bed and walked away, people would be putting their arms out to reach for her."

As a message for brands going forward, NT believes the focus should be on quality and not viewing VR as an add-on.

"Theres been a strong element of VR being used as a marketing add-on at the moment and I think we've got to be really careful with audiences that we they don't think that's what this medium is for, but there is a life beyond that," Coffey continues. "It will be used as part of marketing as TV and radio and everything else, but it's got to be able to find its own feet at the same time."

And Coffey foresees an exciting future for performances, predicting the first wave of contact lenses versus heavy headsets for VR. He adds: "I think we'll be in a world with VR and mixed reality, where users can blend more seamlessly between them."

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National Theatre predicts a future fused with virtual reality - CampaignLive

Louisville parents can now step into their kid’s brain with this lifesaving technology – Courier Journal

Surgical Theater is new technology that allows surgeons the ability to take a virtual tour inside patients brains Louisville Courier Journal

The goggles and hand controls look like a typical video game but this virtual reality system isn't a plaything.

It's Surgical Theater, the newest tool at Norton Children's Hospital used by pediatric neurosurgeons preparing for surgery.The high tech system helps doctorsbetter perform surgery andgives a young patient andtheir family a better way to understand their condition from the inside out.

Maybe another way to explain Surgical Theater is to think about the way pilots train to fly a new plane.

Theyspend hours on the ground in flight simulators perfectingboth routine and rarely-used skills so that when they are miles above the earth they are overly prepared.

Similarly, the immersive 3D visuals of the Surgical Theater technology allow surgeons to plan for brain surgeries and practice procedures before they set foot inthe operating room. In fact, the technology, which helps improve outcomes in the operating room, was created by an Israeli fighter pilot who understood the advantages of training in a simulator before taking flight.

Having this new technology really helps us with surgical planning and execution, and allows us to better educate patients and families about their treatment options,"said Dr. Ian S. Mutchnick, a neurosurgeon with Norton Childrens Neurosurgery.

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Screen grabs from the video of a tour of a human brain at Norton Children's Hospital utilizing their new Surgical Theater.(Photo: By Michael Clevenger/Courier Journal)

So how does it work?

Wearing virtual reality goggles,the same type worn by serious gamers,Dr. Thomas Moriarty, another pediatric neurosurgeon at Norton Children's Hospital, virtually steps inside his patients brain and travels anywhere he needs to go.

"This technology is so vastly different than what we had to work with when I was a medical student," said Moriarty. "State-of-the-art. Twenty years ago, it meant looking at black and white two-dimension scans on a couple of separate screens and half crossing your eyes to get an idea of what you were looking at."

Today when he works with medical students using SurgicalTheater, Moriarty can see in their faces when they "instantly get" what they are looking at.

"Using this tool isso much easier to understand that it used to be,"he said.

Norton Childrens Hospital is the first pediatric hospital in the region to offer this virtual reality medical imagining system. The technology wasmade possible through the Childrens Hospital Foundation with support from the community, WHAS Crusade for Children and Texas Roadhouse.

In the lab, 2D images from MRI, CAT and blood vessel scans are combinedto create the 360-degree, color virtual reality model of the skull.

Now bysimply turning their head, the surgeon can explore a patient's anatomy and plan everything from the craniotomy, the surgical opening into the skull, to a clear surgical path andtrajectory for the procedure. They can alsotake measurements, prepare for abnormalities and practice with different surgical tools so they know the best equipment to use for each individual case.

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Kirby Adams tries on the Surgical Theater goggles to take a tour of a brain with Surgical Theater technician Andrew Carlson at Norton Children's Hospital,(Photo: By Michael Clevenger/Courier Journal)

The cutting edge technology isn't just a benefit to the arsenal of brain surgeons at Norton Children's Hospital but it's proving to make brain surgery less frightening for patients and their families.

"We have the patient and their parents put on the goggles and we show them aroundthe brain," Mutchnick said."Using the VR headset and controller, we can guide a family through their childs brain, seeing the anatomy from all angles."

This "walk-in" view of a patient's brain isa valuable tool for a better understanding of their condition and treatment plan.

Kids dont stop to wonder about the joystick or the virtual reality headset, Dr. Mutchnick said. They just step up, take the controller and start looking around.

Norton Children's Hosptialexpects to use the one-of-a-kind view inside the headon more than 100 local patients a year. To learn more or to donate to Norton Children's Hospital, visitnortonchildrens.com/foundation/ways-to-help/.

Reach Kirby Adams at kadams@courier-journal.com or Twitter@kirbylouisville. Support strong local journalism by subscribing today:courier-journal.com/kirbya.

Read or Share this story: https://www.courier-journal.com/story/life/wellness/health/2019/10/24/pediatric-neurosurgery-new-tech-gives-virtual-tour-childs-brain/2313007001/

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Louisville parents can now step into their kid's brain with this lifesaving technology - Courier Journal

CORRECTING and REPLACING AppliedVR Receives NIDA Grants to Study Virtual Reality as an Opioid-Sparing Tool for Pain – Business Wire

LOS ANGELES--(BUSINESS WIRE)--Headline of release should read: "...Grants" instead of "...Grant." Second paragraph, first sentence should include "Dr." before Beth Darnall's name.

The corrected release reads:

APPLIEDVR RECEIVES NIDA GRANTS TO STUDY VIRTUAL REALITY AS AN OPIOID-SPARING TOOL FOR PAIN

More than $2.9 million in funding will support clinical trials to study virtual reality platforms as a therapeutic alternative for acute and chronic pain

AppliedVR, a leading pioneer of the next generation of digital medicine, today announced that it has been awarded two multi-year grants totaling more than $2.9 million from the National Institute on Drug Abuse (NIDA), part of the National Institutes of Health (NIH), to study virtual reality as an opioid-sparing tool for acute and chronic pain. The grants will enable the company to advance two clinical trial programs respectively with Geisinger and Cleveland Clinic, studying two of its virtual reality therapeutic platforms, RelieVRx and EaseVRx. The NIDA funded trials will help inform the Company's regulatory pathway with the U.S. Food and Drug Administration (FDA).

"We are grateful to NIDA for its confidence in our vision and ability to execute a novel opioid-sparing treatment option," said Dr. Beth Darnall, Chief Science Advisor to AppliedVR. "Novel opioid-sparing treatment options are necessary in addressing the opioid epidemic, and we plan to leverage these grants and our existing expertise to address this unmet need in pain management."

The grants are a result of AppliedVRs following applications, both of which were respectively awarded in September 2019.

Matthew Stoudt, AppliedVR Chief Executive Officer, stated, We are honored to receive these awards from NIDA/NIH, which we believe will not only help forge clinical and regulatory pathways to approval, but more importantly, offer new tools that address the major opioid epidemic. Beyond advancing this novel intervention, this represents an important milestone in advancing therapeutic virtual reality as a new standard of care.

About AppliedVR

AppliedVR is pioneering the next generation of digital medicines to deliver safe and effective virtual reality therapeutics (VRx) that address unmet needs and improve clinical outcomes for patients with serious health conditions. Its evidence-based, non-invasive treatments immerse and engage patients to help drive measurable clinical outcomes. As the most widely used and deeply researched therapeutic VR platform, AppliedVR is the first company to make VR therapeutics widely available in clinical care, having immersed more than 30,000 patients in over 200 hospitals. AppliedVR has established world-class research and commercial partnerships and continues to build the infrastructure to accelerate the mass adoption of VRx. To learn more about AppliedVR, Inc., visit: https://appliedvr.io/

About Geisinger

One of the nations most innovative health services organizations, Geisinger serves more than 1.5 million patients in Pennsylvania and New Jersey. The system includes 13 hospital campuses, a nearly 600,000-member health plan, two research centers and the Geisinger Commonwealth School of Medicine. A physician-led organization, with approximately 32,000 employees and more than 1,800 employed physicians, Geisinger leverages an estimated $12.7 billion positive annual impact on the Pennsylvania and New Jersey economies. Repeatedly recognized nationally for integration, quality and service, Geisinger has a long-standing commitment to patient care, medical education, research and community service. For more information, visit geisinger.org or connect with us on Facebook, Instagram, LinkedIn and Twitter.

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CORRECTING and REPLACING AppliedVR Receives NIDA Grants to Study Virtual Reality as an Opioid-Sparing Tool for Pain - Business Wire

Virtual Reality Venue Coming To Bergen: Good Bergen News – Patch.com

BERGEN COUNTY, NJ There is enough negative news out there. But there are also stories that focus on the betterment of people and have happy endings. We are focusing on those stories for this weekly roundup. (Click the headlines to read.)

PARAMUS, NJ Virtual reality is coming to Westfield Garden State Plaza. The Void, a developer of virtual reality entertainment centers, plans to open its first New Jersey location sometime... Read more

OAKLAND, NJ A cat is available for adoption after her owner fled from domestic violence.Arielle was surrendered to the Oakland-based Ramapo-Bergen Animal Refuge because her owner was not... Read more

PARAMUS, NJ When a retiring Bergen Community College communications professor went out for breakfast at a local diner in honor of her last day on the job, she didn't expect to wind on a hidden... Read more

FRANKLIN LAKES, NJ A high school football player in Franklin Lakes is one of several students from across the tri-state region being recognized for his moves on the field and off of it. Samuel... Read more

PARAMUS, NJ British Swim School, a franchised brand of swim schools founded in England nearly 40 years ago, has recently opened its first Bergen County locations, operating out of a hotel in Mahwah... Read more

PARAMUS, NJ A professional cheese carver hit some sharp notes over the weekend the Paramus... Read more

Email: daniel.hubbard@patch.com

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Virtual Reality Venue Coming To Bergen: Good Bergen News - Patch.com

Oculus and PlayStation VR Jockey Atop the Virtual Reality Market – PCMag

The virtual reality (VR) headset market has been chugging along at a steady if uninspiring pace over the past few years as manufacturers work out the kinks standing between the still-developing technology and wide mainstream adoption.

According to marketing intelligece firm Trend Force, global VR headset shipments grew 25 percent between 2017 and 2018, to 4.65 million units, and are expected to grow by 29 percent in 2019. Sony's PlayStation VR still leads the market, but Facebook's growing line of Oculus headsets is close behind.

According to Trend Force and Statista, Sony's estimated market share has dropped from 43 percent in 2018 to 36.7 percent in 2019. Conversely, Facebook's has risen from 19.4 percent to an estimated 28.3 percent as popular new Oculus products like the Oculus Go, Oculus Rift S, and Oculus Quest enter the market.

Facebook has big plans for VR in 2020, announcing a multiplayer VR interface linking various Oculus devices in a VR world where they can explore, play games, and socialize with friends. Facebook Horizon will enter a closed beta next year.

Sony and Facebook combined accounted for 63 percent of VR shipments last year, a figure set to rise to 70 percent in 2019. In a distant third is HTC, which remains relatively static from 12.9 percent market share in 2018 to an estimated 13.3 percent this year. HTC just released the new HTC Vive Cosmos headset to add to its VR hardware line.

Statista also mentioned Microsoft, which had a 3.2 percent market share in 2018; the firm couldn't provide 2019 estimates. In addition to the enterprise-focused HoloLens 2 on the augmented and mixed reality end of the market, Microsoft supports a broad ecosystem of VR headsets from manufacturers including Acer, Asus, Dell, HP, and Samsung through its Windows Mixed Reality platform.

As VR players finally figure out how to go untethered without losing high-fidelity graphics and processinga complex problem that manufacturers have been tackling for yearsthe VR market may be ready for the kind of big jump Facebook is betting on. The other X-factor is the eventual rollout of 5G networks, which will finally give not only wireless VR headsets, but the explosion of cloud gaming services, the infrastructure to flourish.

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Oculus and PlayStation VR Jockey Atop the Virtual Reality Market - PCMag

IIT-H brings out historical narrative of Begum Hayat Bakshi with virtual reality – BusinessLine

Virtual Reality (VR) and animation film techniques have been fused to bring alive the story of Hayat Bakshi Begum, the most known and powerful women of the Golconda Kingdom of the Medieval Deccan.

The 360 degrees VR animation film titled Ma Saheba-The queen of Hyderabad, made by the Indian Institute of Technology, Hyderabad (IITH), will be presented at the upcoming Design Week in the HICC during October 11-12.

The IITH has created a VR Experience for an oral historical narrative of Begum Hayat Bakshi, who has contributed to three generations of the Qutb Shahi dynasty. Its a story reflecting women empowerment too.

Virtual Reality (VR) is one of the latest technologies in filmmaking. An advantage of VR is its 360-degree immersive experience. Using the premier technology in immersion, IIT Hyderabad has developed a virtual exploratory landscape which lets the user experience the historical monuments of Qutb Shahi like never before, say the makers of the film.

The use of virtual reality-based technology to preserve and explore history is a method that provides results with almost lifelike experiences.

According to Deepak John Mathew, Head, Dept of Design at the IIT, The objective is to create a Visual Model of the monuments in India. This is the first attempt in this series. It will be exhibited at the airport as well as HICC during the Conference. This is a fusion of art and technology.

The technology enables the viewer to visit the majestic tombs of the Qutb Shahi from the comfort of their own location, interacting with the landscape as if almost they were physically present there. The installation aims at raising awareness about the intricate history of Hyderabad, while it also helps in encouraging virtual tourism.

Explaining the making of the film, he said the Department of Design undertook a high-resolution scan of the Qutub Shahi tomb complex. Using the VR headset at the airport, one would be able to experience the architectural magnificence of the tombs, which include that of the founder of Hyderabad, Mohammed Quli Qutb Shah.

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IIT-H brings out historical narrative of Begum Hayat Bakshi with virtual reality - BusinessLine

Anatomy students in Australia are using virtual and augmented reality to learn about the body – CNBC

Monika Skolimowska | picture alliance | Getty Images

In the latest sign that digital innovations are changing the way we learn, anatomy students at a university in Australia are using augmented and virtual reality.

The pilot of the technology is being used to help boost spatial awareness, accessibility and explorative learning, La Trobe University said in an announcement Monday.

According to Aaron McDonald, La Trobe's head of the anatomy discipline, augmented reality (AR) offered students 24-hour access to three-dimensional anatomy images through their phones, computers or iPad. On campus, headsets are used to provide access to virtual reality technology.

"Augmented reality allows students to visualize and manipulate anatomical structures and develop a deep understanding," McDonald said. "You can superimpose anatomical structures over a peer who can perform movements along with the app, to better understand muscle function," he added. "It is a great resource for both team work and self-directed learning."

The university said that, in terms of cost, the use of AR technology amounted to 10 Australian dollars ($6.74) per student compared to over 100 Australian dollars for just one textbook.

Technology is driving change across the education sector, with computers and tablets now a common site in classrooms and libraries around the world. The last few years have also seen the development of digital based learning platforms including massive open online courses, or MOOCS.

Providers such as edX which was founded by Harvard University and the Massachusetts Institute of Technology in 2012 offer free online courses from renowned institutions such as Columbia University and Delft University of Technology in the Netherlands. The platform provides more than 2,400 courses and its users come from all over the world.

In July this year education publisherPearsonannounced that all new releases of its 1,500 active U.S. titles would be "digital first." The company said the titles would be updated on a continuous basis "driven by developments in the field of study, new technologies, such as artificial intelligence, data analytics, and Pearson's own efficacy research."

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Anatomy students in Australia are using virtual and augmented reality to learn about the body - CNBC

PlayStation VR 2 could bring wireless virtual reality to your PS5 and more – TechRadar

Sony has finally confirmed the PlayStation 5 will release at the end of 2020 but even though the company spilled a few key details about its next-generation console as part of the announcement, we didn't hear anything about the inevitable PSVR2.

However, LetsGoDigital has unearthed a patent for the next-generation virtual reality hardware that suggests that PlayStation VR 2 will be wireless, boasting built-in cameras and a transparent mode.

Sony Interactive Entertainment filed a patent earlier this year - which was approved on October 3, 2019 - with the United States Patent and Trademark Office titled 'Data processing'.

This patent details a virtual reality headset with three built-in cameras - two at the front and one at the back - alongside motion detection technology. If that's not enough, it looks like the PSVR 2 headset could also be wireless (connected via Bluetooth) and boast a built-in power supply, microphone and its own video/audio signal source. In other words, no more plugging in headphones for sound, as speakers will be built-in.

This is a big change from the current PSVR headset that is wired, and lacks a built-in speaker and microphone, although the actual look of the potential PSVR 2 headset doesn't look far off its predecessor.

(Image credit: USPTO/Sony)

The potential PSVR 2 headset could also be much better at movement tracking, according to the patent, with numerous LEDs positioned around the back of the headset.

While the headset itself may be wireless, a separate camera (like the PlayStation Camera) may still need to be used to track these LEDs and track the players' movement.

We could also see the PlayStation Move controller getting an upgrade, including its own built-in camera.

Next up is the potential addition of transparency mode. This would allow the headset the ability to show a certain amount of transparency when required, allowing the user to see the real-life environment. The purpose of this? To allow for AR applications.

And finally, we have once again seen the mention of a holographic mode which would allow users to play games in 3D in PlayStation VR.

It's almost inevitable that PSVR 2 is on the way, but whether it will resemble the patents we've seen to date is still uncertain. We know the PS5 will land at the end of 2020, but we don't expect to see next-generation PSVR until at least 2021.

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PlayStation VR 2 could bring wireless virtual reality to your PS5 and more - TechRadar

‘Traveling While Black’ virtual reality exhibit is coming to Utah – Salt Lake Tribune

A person could watch Roger Ross Williams Traveling While Black on The New York Times website, where it was first posted in January.

But if you havent seen it through a virtual reality headset, as viewers can at Salt Lake Citys Broadway Centre Cinemas starting this week, you basically havent seen it, Williams said.

The beauty of VR, especially with a subject like this, is that you cant escape it, Williams said in a phone interview last week. You are trapped in that reality, in that world. You cant eat popcorn or candy, or glance at your cellphone or your watch. You have no choice but to experience what you are experiencing in every way.

Traveling While Black will be presented as a VR exhibit in the lobby of the Broadway, starting Tuesday, Oct. 8, and running through Dec. 31. Admission is free.

The documentary, which premiered in the New Frontier section of this years Sundance Film Festival, is a series of conversations about the struggles African Americans have faced over the decades.

The interviews start with people who dealt with restrictions traveling through segregated areas of the country in the 1950s and 1960s. The last interview with Samaria Rice, whose 12-year-old son Tamir was killed in 2014 by police in Cleveland shows the pain of racism isnt confined to the past.

Its amazing. Ive cried in my headset every time so far, said Barb Guy, marketing director for the Salt Lake Film Society, the nonprofit that runs Broadway and Tower theaters.

The interviews take place in Bens Chili Bowl, a landmark diner in Washington, D.C., known as a safe haven for black travelers. People seeing Traveling While Black at the Broadway, as they did at Sundance, sit in a black-box set resembling a diners interior providing the sensation of sitting in the booth or at the counter, listening to people telling their stories.

Williams was approached by Bonnie Nelson Schwartz, who had written a play called Traveling While Black, nearly a decade ago. Williams wanted to explore what was then called transmedia and began experimenting with storytelling forms at the Sundance Institutes New Frontier Story Lab.

I didnt want to make a traditional documentary, Williams said. This is such a subject that calls out to the audience to participate in it, to be a part of it.

Williams has a long resum as a documentarian. His 2010 short Music by Prudence won him an Academy Award. His feature films God Loves Uganda (2013), about the evangelical movement in the African nation, and Life, Animated (2016), which follows an autistic man communicating with his family through Disney cartoons, both premiered at Sundance. His next feature The Apollo, about the legendary Harlem music venue airs on HBO in November.

Williams, working with grants from The New York Times and the MacArthur Foundation, struggled to find the right format for Traveling While Black. At one point, he planned to use animation; at another, he hired actors to reenact the conversations. He also went on VR dating, spending a year meeting production companies specializing in virtual reality.

Eventually, Williams met Flix Lajeunesse and Paul Raphael, co-founders of the Montreal-based Flix & Paul Studios and was particularly impressed by their VR documentary The Peoples House, a 2016 tour of the White House with Barack and Michelle Obama.

They said, Think about a place that is iconic and important, and basing it there, Williams said. Bens Chili Bowl is this incredibly iconic place. Its a safe space for black people, and its part of a community. I know the stories in that place and community have something important to say.

The restaurant was one safe location listed in The Negro Motorist Green Book, a series of travel guides printed from 1936 to 1966. The Green Book told African American travelers which hotels were open to them, which restaurants would serve them, and which towns were safe to drive through at night. (The guide is mentioned, barely, in last years Best Picture Oscar winner, Green Book.)

Williams said he wanted his film to really express the experiences African Americans have had traveling in America in the 50s and 60s with the Green Book, and connect it to the present day, and what we still experience in America.

Working in VR has technical challenges, Williams said. For one thing, he had to sit in a video village outside of the diner, because if he was in the diner, he would show up in the camera arrays 360-degree view. Editing also is tricky, because theres no cutting away from an interview subject in the middle of a sentence.

You have to walk out of the room and let things happen, and hope they happen the way you want them to, he said.

The results can be worth it.

Its amazing to watch people experience it, Williams said. At Sundance and other venues this year, he said, people were just weeping, crying into their headsets. I saw this couple holding hands across the table as they were experiencing it. Its some very powerful stuff.

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'Traveling While Black' virtual reality exhibit is coming to Utah - Salt Lake Tribune

How 5G will affect augmented reality and virtual reality – ZDNet

Widespread deployment of 5G mobile networks could accelerate the adoption of augmented and virtual reality, although wider availability is not the only requirement for VR and AR to thrive on 5G: compelling use cases are also required to make these technologies viable, although the addition of 5G does give developers a larger canvas on which to design new experiences.

SEE:Special report: How 5G will transform business(TechRepublic Premium)

Priority for the first 5G NR standards centered around eMBB (Enhanced Mobile Broadband), providing improved download and upload speeds, as well as moderately lower latency compared to 4G LTE. While eMBB specifications in 5G NR are beneficial for all rich media applications -- such as mobile augmented reality and virtual reality, as well as 4K and 360 video streaming -- the biggest benefits of 5G for VR and AR are not yet fully realized.

URLLC, or Ultra Reliable Low-Latency Communications are a 5G NR component standard anticipated for formal publication by the 3GPP -- the standards body responsible for 5G NR -- in Release 16, scheduled for mid-2020. URLLC is designed for mission-critical latency-sensitive cases, including self-driving cars/autonomous vehicles and robot-enabled remote surgery. URLLC targets 1ms latency. For comparison, latency on LTE networks is 48.6ms on AT&T, 51.6ms on T-Mobile, 54.0ms on Verizon, and 55.1ms on Sprint, according to Opensignal's July 2019 Mobile Network Experience report for the US. (Carriers in the UK were slightly faster, with EE leading the pack at 37.9ms, while Vodafone leads in Australia at 31.7ms, according to Opensignal.)

While average latencies on 5G are likely to be modestly higher than the specification standards provide (1ms should be considered a best-case scenario measurement), there is ample room for 5G URLLC to improve on latency speeds. For example, for users of VR headsets, high latencies between action and response -- particularly for head movements -- can result in motion sickness. Overcoming this allows AR and VR to be used more widely, and potentially for longer durations before users would need to take a break.

Deployment of 5G mobile networks is currently in its early stages and faces significant obstacles to practical use in smartphone contexts, upon which AR and VR applications add complexity. First, not all 5G networks are equivalent. While deployments in Asia rely on sub-6 GHz radio frequencies, most 5G networks in the US are millimeter-wave (mmWave) networks.

mmWave radio frequencies provide faster data speeds, but are inherently line-of-sight, making it likely that users will lose access if they encounter obstructions such as large buildings, when moving. This can limit the practicality of AR applications in urban environments.

5G would allow for higher flexibility in use cases. AR is commonly used on smartphones or tablets in museums to present additional content for exhibits, or for interior design, allowing shoppers to virtually place furniture in a room to see how it matches. With 5G, the ability to use AR in live, outdoor environments away from reliable wi-fi signals can influence the types of interactions and integrations that developers can build.

Perhaps the biggest issue in existing 4G LTE deployments is the cost of data: in the US, mobile plans touted as 'unlimited' are typically throttled after 22GB. While this is not an encumbrance for deep-pocketed enterprises, attempting to deliver an AR/VR experience directly to consumers could be frustrated by these limitations.

"Unless [mobile network operators] are offering a truly unlimited service at a decent cost, then all 5G will be is a faster way to reach your data cap on mobile," Will Burns, executive director at Perpetual Studios and former vice chair of the IEEE Virtual World standards group, told ZDNet. If typical mobile contracts are not made more permissive to allow for more data consumption, "VR and AR serve as a faster way to rack up overage charges or max your data plan. It isn't helping the VR and AR industry for wider adoption. If anything, it will stigmatize it as an expensive toy for rich kids -- the exact opposite of what the industry wants or needs."

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How 5G will affect augmented reality and virtual reality - ZDNet

Virtual reality is taking Tennessee veterans on adventures – NewsChannel5.com

MURFREESBORO, Tenn. (WTVF) Residents at the Tennessee State Veterans' Home in Murfreesboro are traveling the world without leaving the building.

Using MyndVR headsets, veterans can skydive, drive a race car, play with puppies or stand on stage at a Broadway show.

"It has a big impact on the residents and the quality of life they have," said Ed Harries, the executive director.

There are hundreds of videos that come with MyndVR. They are all designed with seniors in mind.

Ninety-three year old World War II veteran Jordan Baker hauled cars for 40 years after serving in the army. He likes the Nascar videos.

"I got to go to a lot of racing when I was in Michigan," said Baker.

Luana Brandon, 94, served in the air force. She had pets all her life. The videos of dogs and cats are her favorite.

"Oh I loved the animals! The little puppies were so cute," said Brandon.

Studies show that virtual reality is therapeutic for vertans with anxiety or PTSD.

"After we phase in the virtual reality, we'll create therapeutic regimens to look at those residents who have PTSD," Harries said.

There are four state veterans' homes: Murfreesboro, Clarksville, Knoxville and Humboldt. Harries said there are plans to buy more headsets to outfit the other locations.

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Virtual reality is taking Tennessee veterans on adventures - NewsChannel5.com

Essays on Non-virtual Reality: Why do we love our pets? – The News-Messenger

Ken Baker, Ph.D., Columnist Published 1:22 p.m. ET Oct. 8, 2019

Ken Baker and Cocoa(Photo: Submitted)

In 2014, researchers reported on a group of capuchin monkeys in Brazil that had adopted an infant marmoset (a much smaller monkey), which they carried about, cared for and played with for over a year. Perhaps surprisingly, this was the first confirmed record of a long-term pet-like association developing between two animal species not under the direct supervision of human caretakers.

There are certainly plenty of other well-documented stories of chummy inter-species relationships (check out YouTube for weird animal friendships), but in each case the animals involved have spent most or all of their lives under close human supervision. Even the capuchin-marmoset association wasnt established under entirely natural conditions as it occurred in a biological reserve where the animals were being provided with food as part of an ecotourism development project.

So it seems that only humans regularly bring animals into their lives for non-utilitarian purposesthat is, primarily as pets rather than as sources of food or labor. Why?

A boy singing with his dog.(Photo: Submitted)

More to the point, why do we so love our pets? Why do we invest so much of our time and resources to feed them, play with them, take them on walks, pay their veterinarian bills, and post reams of their cute photos and videos online?

Well at least for dogs and cats, the answer seems obvious, doesnt it? Theyre furry, warm and friendly. Theyre sweet, funny, playful, mischievous, loyal, beautiful, goofy, energetic, crazy, brave, adorable, adventuresome, cuddly and loving. We just cant help ourselves.

Really?

In 2011, University of Nevada researchers Peter Gray and Sharon Young published a cross-cultural study of pet-keeping practices in 60 societies from around the world. Dogs were the most commonly kept pets, followed by birds, cats and a wide array of other animals stretching from caimans and tortoises to ostriches and bats.

Digging a little deeper into the data on the human-canine relationship, they found that although people lived with dogs in 53 of the cultures, they were only treated as pets in 22 of them. But even there, dogs were primarily kept for their value in hunting, herding, defense and other utilitarian functions and were not considered members of the family circle, as seems the norm in so many Western households.

In fact Gray and Young found that dogs were played with in just three of the 60 cultures, leading the researchers to conclude that the resources and attention given to pets in the U.S. and Europe represents something of a cultural anomaly when considering the full spectrum of human societies.

Then too, even in the most pet-friendly of cultures, many people cant envision why anyone would ever want to invite an animal into their household. They are messy, demanding and potentially aggressive. Whats to like?

For many years, Western psychologists largely accepted the view that pet-keeping offered us significant health benefits in the form of reduced stress due to the companionship they offer and the increased physical activity they commonly engender.

But recent research is at best equivocal on such benefits. Although some studies have found pet-owners profit from lower blood pressure, higher self-esteem and fewer visits to the doctor, other investigations have found indicators of generally poorer psychological health in pet-owners and no differences between pet-owners and non-owners in longevity.

Western Carolina Universitys Harold Herzog has studied the biology and culture of pet-keeping for many years and has concluded that the existence of a general beneficial pet effect on human health and happiness is not a well-established fact but a hypothesis for which there is some support.

In a 2014 paper, Herzog argued that while humans do possess a variety of innate traits that would favor attachment to members of other species (such as our parental urges and attraction to creatures with infantile features), the practice of pet-keeping has a strong culture-specific component; it is a product of social learning from other members of the community in which one lives.

In modern lingo, its a meme a rather contagious culturally-based behavior, more prevalent in some societies than in others.

Which is not to say our love of pets hasnt a biological basis. Epidemiological studies have shown that pet-keeping in Western societies tends to run in families. Theres a genetic component underlying how predisposed one might be to fall to pieces over a beagle puppy.

And theres also the hormonal angle. In 2015, researchers reported that oxytocin, the hormone most commonly associated with mother-infant bonding and romantic love, spikes in the brains of both dogs and their owners when they interact.

As Duke Universitys Evan MacLean puts it, Our relationship with dogs are very much like parent-child relationships. We respond to our dogs quite a bit like human childrenOne evolutionary scenario might be that dogs found a way to hijack these parenting responses andover time may have taken on more childlike and juvenile characteristics to further embed themselves into our lives.

Ken Baker is a retired professor of biology and environmental studies. If you have a natural history topic you would like Dr. Baker to consider for an upcoming column, please email your idea to fre-newsdesk@gannett.com.

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Drones, virtual reality, and books – the future vision to save Devon’s libraries – Devon Live

Devons libraries could soon be hosting drone racing as part of plans to buck the trend in declining usage.

The number of people who used Devons libraries fell by six per cent last year, compared to the previous 12 months, with stock issues falling by seven per cent.

The number of events and activities that took place though rose 14 per cent, there was a 32 per cent increase in event attendance, and while physical stock issues dropped, eBook issues rose 25 per cent.

Alex Kittow, Libraries Unlimiteds new chief executive, though has plans to reverse the decline in visiting.

Drag Queen Story Time and live streaming events from the Royal Shakespeare Company have already taken place, and speaking at last months Devon County Council Corporate Infrastructure and Regulatory Services Committee meeting, he floated ideas around childrens parties, personal shopping experiences, and even drone racing as potential future activities.

While the ideas may feel radical, he told the committee that books were in the library before they were in the home, the same with computers and the internet, so they are looking at what may be next, with a plan to introduce virtual reality, among other exciting developments, in the next 12 months.

Active users those who have interacted with a library service using their membership number within the last 12 months were down by two per cent at the end of the year compared to the end of the previous year, but Alex, speaking to the Local Democracy Reporting Service this week, said: Our library service remains the envy of other places.

Were absolutely focused on bringing more people into our libraries and to encourage people to read for pleasure, so of course we will do our best to reverse the decline.

However, we have to be realistic and accept that the way we live our lives is changing, high streets are used less, increasingly more shopping and borrowing of books is done online and we all lead busy lives which means convenience is a priority.

We see significant traffic going through our websites and were always looking at ways to improve our digital services so that we can meet peoples needs. At the same time, were continually expanding our services and events within libraries to encourage people through the doors to explore what we have to offer.

Events and activities massively increased last year though and the main reason is because we have been working hard to bring new people into libraries through a diverse events programme. Were trying new things all the time, like Drag Queen Story Time and live streaming events from the Royal Shakespeare Company.

We want communities to look to the library when they want something to do, whether its parent and toddler groups, Lego and Code clubs, knit and natter, dementia cafes, author visits or fundraising events organised by one of our supportive Friends Groups.

Is this the future? I think this will bea way that libraries and their buildings can be used to serve our communities more, by providing events and experiences that people might not be able to access elsewhere.

He said that the majority of people who do use libraries are either from the older or younger age of the spectrum, but what thrilled him this summer is that there was a nine per cent increased on the number of people participating in the summer reading challenge and that a large number were from schools that had not engaged before.

Alex said: Young kids still love physical books and turning the pages but we dont mind if people prefer physical books or digital books. We are passionate about reading for pleasure and we know that reading and stories in any form can help to improve peoples lives in many ways.

Technology is changing the way we live and we therefore want to continue investing in our digital offer as we know that enhancements in digital services with continue to change the way we interact with books and information. That said, I have no doubt that there will always be a strong demand for physical books. Kids love them, adults love them and over the past year or so, reports have shown that the sale of books has begun to pick up again as more people move back to hardcopies. Either way, we will remain committed to providing people access to both.

While the core service of a library remains around book issues, Alex said that libraries nowadays have to be offer more than just books to find other ways of utilising their space to draw in people.

He said: I was chatting with someone about drones and about how you can fly them indoors, and I was thinking that with the layout of a library, you can get great obstacle courses to do drone racing which would be great fun.

Why do this in a library? We you can get young people in and as they are learning about drones and how to fly them, we can show them books talking about it, they can print their drone on a 3-D printers, and then they can become the engineers of the future. And that is just reference books, let alone all the fiction books, and it is something that excites people.

We have lots of ideas for how we can better utilise our libraries. Were up for trying new things to help reach our communities and to increase our income to ensure a sustainable future, although we need to carefully weigh up our options and develop strong business cases for each.

With drones, I believe theres huge opportunity for children to come to libraries to develop new science, technology, engineering and mathematics skills, just like the way that Code Clubs teach children coding.

Other suggestions mentioned at last months council meeting included running childrens parties and personal shopping experiences. He said: Kids like books but sometimes schools turn them off as they tell them what to read. But if you like reading, we can tell you what other kinds of books you may like. It may be the wrong level or what they say you should be reading, but if you have a love of reading, our expert librarians can point out what other authors they may like and want to read.

He added: I expect we will see some new ideas implemented sometime in 2020. If any of your readers have an idea that will help our libraries generate income and increase our community impact at the same time then please let me know on info@librariesunlimited.org.uk

Books were in the library before they were in the home, the same with computers and the internet, so what next? We already have Code Clubs, 3D printers and laser cutters in some of our libraries, and over the next year or so we plan to introduce virtual reality amongst other exciting developments.

It is about making things accessible and providing the inspiration and aspiration that libraries can have and a legacy we can leave for the next generation.

What you can be sure of is that over the next few years there will be friendly, knowledgeable staff and lots of books. My hope is that libraries will be increasingly used as community hubs and the impact they have on our quality of life, our health and wellbeing and our community cohesion will be better understood.

My experience of libraries in Devon is that they are not always quiet and the impact they have is less to do with the books on the shelves and more to do with the relationships they facilitate.

But we need to also go out to the people who arent reading, rather than making them come to us in what are some intimidating looking buildings, either because of the structure or the people in there.

Although library visits fell two per cent last year, there was a 10 per cent increase in visits to the smallest group of libraries, with Topsham Library, where they opened a brand new library in the Nelson Close Community Centre, up 49 per cent.

He said: Since opening the library has attracted lots of visitors and weve seen a real increase in usage. This is largely what it is behind the 10 per cent increase, although Uffculme Library has also seen an increase due to Library Extra sessions run by volunteers which has helped to increase the hours that the library is open.

But he warned: The short message to people though is use it or lose it. I think we have a good chance of keeping Devons libraries open for the long term with the support of our commissioners and local councillors at Devon County Council. However, we will continue to need the support from our volunteers and Friends Groups and will need to take an entrepreneurial approach to ensure we arent too reliant on public sector funding. We will also need to be ahead of the game when it comes to new trends and developments so that libraries remain relevant.

I dont know what will happen to our libraries for sure, but if they arent being used, then clearly there is not a demand for them, so we could lose so of them. So lets encourage people to use them, not just occasionally, but regularly, and to get your neighbours as well and not just your kids but other kids as well.

We need to encourage people to continue to use the library. What you can buy on Amazon and have delivered at home may be more convenient, but you can borrow it from a library and keep them open.

While all of Devons libraries have remained open, the library budget in 2010 stood at approximately 10m, was down to 3m in 2014, and as part of the contract, Libraries Unlimited were required to reduce the cost of the library service by a further 1.5m, with a further 300,000 of reductions targeted over the next two years in line with the Councils wider financial pressures.

Alex said: Austerity has been going on for a while, and libraries have faced significant funding cuts over the past 10 years. However, I think we are only just beginning to feel its effects. The reduction in funding has been devastating to our local authorities and in turn to library services, library staff and most importantly, the people of Devon.

Devon County Council is currently developing a new library strategy, and Cllr Roger Croad, cabinet member with responsibility for libraries, said that he was keen that Devon responded to the national decline in book lending and buck the trend by getting more people back into libraries.

Speaking at the CIRS meeting, he said: We want to maintain a love of reading through physical books, but we do need to respond to changes and deliver a digital offer and recognise what people are doing in their leisure time. We need to ensure they are used as community assets and are a place for the whole community.

Will we still have 50 libraries next year? We havent closed any in the last 10 and I dont intend to close any in the next 10 years. Our event attendance is well up as well so proves that libraries are being used as a community space.

Cllr Ian Hall added: People used to go into libraries, but things have changed. We need to find out what the communities want their libraries to be and we need to be engaging with them.

Cllr Martin Shaw said that he had concerns about the way service is going and he didnt think digital borrowing can stand up for decline in physical issues. He added: Book issues are down seven per cent this year and they have been going down for 10 years due to the decline in funding for the service and cultural changes. This remorseless reduction in funding year on year cannot continue if we are to have a credible service.

But Cllr Kevin Ball said that he thought the figures were alright. He added: There are some areas for improvement, but they are not as bad as they could be and are elsewhere, and there is lots of good news. Events are exactly what we should be doing to draw people in so they can become readers, and I want to sign up for racing drones.

And Libraries Unlimited has also been named as one of three finalists in the Tesco Bags of Help Centenary Grant initiative, a community funding scheme that supports community groups and charities to deliver projects that have a positive impact on communities

In celebration of Tescos Centenary, the supermarket has teamed up with Groundwork to deliver a special voting round which will see grants of 25,000, 15,000 and 10,000 awarded to community projects.

Voting is open in all Tesco stores in Devon during October, November and December and customers will cast their vote using a token given to them at the check-out in store each time they shop.

A taster of activities taking place across Devon and Torbays libraries this week includes:

Polarbear will be joined by two of the countrys most exciting and talented graphic novelists, Joff Winterhart (Driving Short distances Penguin Books) and Katriona Chapman (Follow me in Avery Hill).

Together they will discuss their inspiration, and how they are breaking new ground in their use of graphics and storytelling to create 3-dimensional work for this ever popular medium.

With a special recorded introduction by star Cal Major.

Throughout the week activities with a digital focus for adults and young people will be on offer including coding clubs, Bring Your Own Device,an introduction to digital skills, digital screenings, live streaming of events, one to one digital help clinics, assistance to access digital books and audio books.

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Drones, virtual reality, and books - the future vision to save Devon's libraries - Devon Live

Play Games, Experience Virtual Reality, and Snap a Photo to Raise Funds for the United Way on Oct. 9 – University of Arkansas Newswire

Faculty, staff and students are invited to play "old school" arcade games, experience virtual reality, and take green-screen photos during a United Way fundraising event from 10 a.m. to 2 p.m. Oct. 9 in the Arkansas Union Ballroom. The event will be hosted by the University of Arkansas Global Campus.

Have fun at this one-day event while making donations to the 2019 U of A United Way campaign, which continues through Oct. 15. This year's campaign theme is "Change Does Not Happen Alone." Donations will support numerous organizations that help children and families in need.

Participants can play classic arcade games:

Instructional Design and Support Services staff will help participants strap on virtual-reality headsets to enjoy immersive experiences that are educational and engaging. Experience the wonder and majesty of the ocean, play the role of a secret agent with telekinetic abilities, take an elevator to a wooden plank anchored 80 floors above the ground, or paint in a three-dimensional space with stars, light and fire.

Finally, get your photo taken with a backdrop of Paris, a peak in the Alps, on the Yucatan Peninsula or other exotic sites. The Global Campus Media Production team will place participants in front of a green-screen background and use chroma key photography to replace the solid-colored background with selected sites.

U of A employees can donate online at unitedway.uark.edu to support the United Way.

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Play Games, Experience Virtual Reality, and Snap a Photo to Raise Funds for the United Way on Oct. 9 - University of Arkansas Newswire

New Virtual Reality Experience Unveiled At Kildare Town Heritage Centre – Hospitality Ireland

A new state-of-the-art virtual reality experience has been unveiled at Kildare Town Heritage Centre following investment of 156,000 by Filte Ireland alongside financial support of 44,000 from Kildare County Council.

The "Legends of Kildare" immersive 3D experience will transport visitors back in time to discover the heritage and mythology associated with Kildare. It is expected to draw an additional 30,000 visitors to Kildare Town Heritage Centre over the next five years and generate up to 1.3 million in revenue for the local area.

The stories of St. Brigid and mythological legend Fionn Mac Cumhaill will be brought to life through virtual reality as well as the history of Kildare's medieval sites including St. Brigid's Cathedral and Round Tower and the ancient Fire Temple. Kildare's horse racing heritage will also be showcased as part of the new experience, whichwill be made available in French, German and Chinese.

Kildare mayor Suzanne Doyle stated, "This wonderful installation brings the art of Irish storytelling to a whole new dimension. The story captures the romance, heroism and tragedies of Kildare's ancient past that echo in the ruins of our abbeys and cathedrals. It will whet the appetite of visitors to travel further and enrich their experience when visiting our ancient sites, and highlight the prescience of Brigid."

Meanwhile, Ireland's Ancient East manager at Filte Ireland Derek Dolan commented, "Ireland's Ancient East has the most extensive range of built heritage in Europe including tombs older than the pyramids, historic castles, ruined abbeys, great fortresses and amazing sites like St Brigids Cathedral and Round Tower here in Kildare. At Filte Ireland, we are always looking for opportunities to stimulate the development of brilliant visitor experiences, and the new experience at Kildare Town Heritage Centre will enhance the county's tourism appeal. This investment as part of Ireland's Ancient East will deliver significant growth in the number of visitors coming to Kildare, bringing greater spend and revenue to the area."

2019Hospitality Ireland your source for the latestindustrynews. Article by Dave Simpson. Clicksubscribeto sign up for theHospitality Irelandprint edition.

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New Virtual Reality Experience Unveiled At Kildare Town Heritage Centre - Hospitality Ireland

Virtual Reality may be the Most Effective Next Generation Learning Platform for Health Professionals – University Herald

Virtual reality has made it possible for people to enjoy online gaming in a whole new level. But a study shows that the same kind of virtual world may be used as a learning platform among health professionals to further enhance their learning. Knowledge of other health professionals particularly in successfully implementing collaborative care for patients is what this pilot study is about. Researchers from Tufts University School of Medicine recently published their initial findings on the topic in the Journal of Interprofessional Care.

Interprofessional Education (IPE) is aimed at fostering collaboration and learning among healthcare students from a variety of professions with the goal of enhancing patient care. Making their schedules meet, on the other hand, has always been a barrier to this type of collaborative learning. The study looks into the use of virtual reality as a form of IPE, which is already interdisciplinary by nature.

"IPE has already provided students with valuable learning experience and team-based palliative care has shown significant impact in lowering health care costs without sacrificing patient care and quality of life," said Amy Lee, first author of the study and an assistant professor at Tufts University School of Medicine, Department of Family Medicine.

The researchers believe that interdisciplinary learning is crucial is shaping the training of a health professional. The challenge has always been about how they could physically meet and actually do work together. Communication in real time is an essential component that virtual reality provides.

Through Second Life, the researchers designed an IPEsystem about palliative health care experience. Thirty -five (35) health care students enrolled in a two-hour online session in groups of three to six students from multiple geographic locations and different professions, including those in the fields of medicine, social work, and nutrition.

The participants were grouped together in teams coordinated over audio and group text messaging. This allowed the teams to work together to provide excellent health care support. A series of pre- and post- session surveys were conducted to assess the effectivity of the virtual reality platform in fostering collaborative palliative care learning between participants. Students were also asked to submit written reflections describing their experience.

Comfortable and convenient that was how students described the virtual reality approach. They also expressed their appreciation of the virtual experience in assessing patient symptoms, which then translated to having an increased sense of empathy as seen in their post-session surveys. They particularly liked that the experience made them practice anonymously without worrying about making mistakes in the learning process. Some of the participants have even expressed their interest in palliative care and their desire to continue IPE training -- both in virtual and in real life.

A multidisciplinary team-based medical health care is what palliative care is all about. A patient needs a team of healthcare professionals that will provide them with medical, logistical, and emotional support. The study emphasizes the role of collaborative learning in emphasizing the important role each one plays in providing the patient with utmost care.

The team, however, also recognized that the participating group may be too small to be a strong indicator. The volunteer nature of the study may also have affected the desire of the students to participate, which may have also ignited their interest in education through virtual reality.

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Virtual Reality may be the Most Effective Next Generation Learning Platform for Health Professionals - University Herald

Oculus Chief Researcher’s Predictions Of The Future Of Virtual Reality – UploadVR

For the last half-decade at each Oculus Connect, Facebooks top VR researcher presented an annual look at the future of the technology.

The research-focused talk by Michael Abrash is a highlight of the annual conference hosted by Facebook and well hope to see a similar update during Oculus Connect 6. Hired from Valve, Abrash built up Facebooks long-term VR research efforts first at Oculus Research and then under its new name Facebook Reality Labs.

You can watch everything he said about the future of the technology during his presentations from 2014 to 2018 in the video below.

Abrash offers an overview of Oculus Research and tries addressing the question of with VR failing to reach mass adoption in the past why it is going to be different this time.

In a very real sense its the final platform, he says. The one which wraps our senses and will ultimately be able to deliver any experience that were capable of having.

He says Oculus Research is the first well-funded VR research team in 20 years and their job is to do the deep, long-term work of advancing the VR platform. He points to a series of key areas they plan to pursue including eye tracking. The idea behind foveated rendering is that if you track the eyeballs movements fast and reliably enough you could build a VR headset which only draws the most detailed parts of a scene directly where you are looking. He also described the fixed focal depth of modern VR headsets as not perceptually ideal and admits they can cause discomfort or may make VR subtly less real while hinting at several possible ways of addressing this problem requiring new hardware and changes to the rendering model.

This is what it looks like when opportunity knocks, he says.

In late 2015 Abrash outlines a more specific series of advances required to drive human senses with VR technology. He says hes fine leaving the sense of taste to future VR researchers, and both touch and smell require the development of breakthroughs in delivery techniques. He also discusses the vestibular system which he describes as our internal accelerometer and gyroscope for sensing change in orientation and acceleration and that conflict between our vestibular sense and what you see is a key cause of discomfort.

Right now theres no traction on the problem, he says.

For hearing, though, theres a clear path to doing it almost perfectly, he says. Clear doesnt mean easy though. He breaks down three elements of audio simulation as Synthesis (the creation of source sounds), Propagation (how sound moves around a space), and Spatialization (the direction of incoming sound) and the difficulties involved in doing all three well.

We understand the equations that govern sound but were orders of magnitude short of being able to run a full simulation in real time even for a single room with a few moving sound sources and objects, he says.

He predicts that in 20 years youll be able to hear a virtual pin drop and it will sound right the interesting question is how close well be able to get in five years.

He describes photon delivery systems as needing five attributes which are often in conflict with one another, requiring trade-offs in field of view, image quality, depth of focus, high dynamic range and all-day ergonomics.

All currently known trade offs are a long way from real-world vision, he says.

He provides the following chart showing the current market standard and the desired attributes of a future VR vision system.

Abrash describes other areas of intense interest for Facebooks VR research as scene reconstruction as well as body tracking and human reconstruction. Interaction and the development of dexterous finger control for VR is a particularly difficult problem to solve, he adds.

Theres no feasible way to fully reproduce real-world kinematics, he says. Put another way, when you put your hand down on a virtual table theres no known or prospective consumer technology that would keep your hand from going right through it.

He says it is very early days and the first haptic VR interface that really works will be world-changing magic on par with the first mouse-based windowing systems.

Facebooks PC-powered Oculus Rift VR headset launched in 2016 but Facebook hadnt yet shipped the Oculus Touch controllers for them just yet. Echoing the comments he made in 2015, he says haptic and kinematic technology that isnt even on the distant horizon is needed to enable the use of your hands as direct physical manipulators. As a result, he says, Touch-like controllers will still be the dominant mode for sophisticated VR interactions in five years.

The prediction came in a series as Abrash essentially outlines what a new PC-powered Rift made in 2021 might be able to achieve. The biggest risk to many of his predictions, though, is that eye-tracking quality required for many advances in VR displays is not a solved problem. It is central to the future of VR, he says. He suggests foveated rendering is even key to making a wireless PC VR headset work.

Eliminating the tether will allow you to move freely about the real world while in VR yet still have access to the processing power of a PC, he said.

He said he believes virtual humans will still exist in the uncanny valley and that convincingly human avatars will be longer than five years away.

At Oculus Connect 4 in 2017 Facebook changed the Abrash update into a conversational format. Among the questions raised for Abrash was how his research teams contribute to VR products at the company.

Theres nothing in the current generation that has come from us, he said. But there is certainly a number of things that we could see over the next few years.

While there isnt a lot about the future in this session the following comment helped explain what he sees as the purpose of Facebooks VR and AR research:

How do we get photons into your eyes better, how do we give you better computer vision for self-presence, for other peoples presence, for the surroundings around you. How do we do audio better, how do we let you interact with the world better it is a whole package and each piece can move forward some on its own but in the long run you really want all the pieces to come together. And one really good example is suppose that we magically let you use your hands perfectly in VR, right? You just reach out, you grab virtual objects well remember that thing I said about where youre focused? Everything within hands length wouldnt actually be very sharp and well focused right. So you really to solve that problem too. And it just goes on and on like that where you need all these pieces to come together in the right system and platform.

At last years Oculus Connect conference Abrash updated some of his predictions from 2016. While they were originally slated for arrival in high-end VR headsets in 2021, this time he says he thinks theyll likely be in consumer hands by 2022.

He suggests in this presentation that the rate of advancement in VR is ramping up faster than he predicted thanks to the parallel development of AR technology.

He suggests new lenses and waveguide technology might have a huge impact on future display systems. He also says that foveated rendering and great eye tracking still represent a risk to his predictions, but now hes comfortable committing to a prediction that highly reliable eye tracking and foveated rendering should be doable by 2022.

Audio presence is a real thing, Abrash said of Facebooks sound research. It may take longer than I thought.

Abrash showed Facebooks work on codec avatars for convincing human avatar reconstructions and suggests that it is possible these might arrive along the same time frame as his other predictions 2022.

He also makes his longest-term prediction in saying he believes by the year 2028 well have useful haptic hands in some form.

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Oculus Chief Researcher's Predictions Of The Future Of Virtual Reality - UploadVR